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API > API/Runtime > API/Runtime/Engine
| Name | FSkeletalMeshObject |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalRenderPublic.h |
| Include Path | #include "SkeletalRenderPublic.h" |
Syntax
class FSkeletalMeshObject : public FDeferredCleanupInterface
Inheritance Hierarchy
- FDeferredCleanupInterface → FSkeletalMeshObject
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshObject
(
const FSkinnedMeshSceneProxyDesc& InMeshDesc, |
SkeletalRenderPublic.h | ||
FSkeletalMeshObject
(
const USkinnedMeshComponent* InMeshComponent, |
SkeletalRenderPublic.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FSkeletalMeshObject() |
SkeletalRenderPublic.h |
Structs
| Name | Remarks |
|---|---|
| FSkelMeshObjectLODInfo | Setup for rendering a specific LOD entry of the component |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasBeenUpdatedAtLeastOnce | bool | This is set to true when we have sent our Mesh data to the rendering thread at least once as it needs to have have a datastructure created there for each MeshObject | SkeletalRenderPublic.h | |
| DebugName | FName | SkeletalRenderPublic.h | ||
| LODInfo | TArray< FSkelMeshObjectLODInfo > | SkeletalRenderPublic.h | ||
| MaterialIndexPreview | int32 | SkeletalRenderPublic.h | ||
| MaxDistanceFactor | float | High (best) DistanceFactor that was desired for rendering this SkeletalMesh last frame. | SkeletalRenderPublic.h | |
| MinDesiredLODLevel | int32 | Lowest (best) LOD that was desired for rendering this SkeletalMesh last frame. | SkeletalRenderPublic.h | |
| SectionIndexPreview | int32 | Index of the section to preview... If set to -1, all section will be rendered | SkeletalRenderPublic.h | |
| SelectedEditorMaterial | int32 | The Material currently selected. need to remember this index for reimporting cloth | SkeletalRenderPublic.h | |
| SelectedEditorSection | int32 | The section currently selected in the Editor. Used for highlighting | SkeletalRenderPublic.h | |
| ShadowCapsuleShapes | TArray< FCapsuleShape3f > | SkeletalRenderPublic.h | ||
| WorkingMaxDistanceFactor | float | This frames max distance factor. | SkeletalRenderPublic.h | |
| WorkingMinDesiredLODLevel | int32 | This frames min desired LOD level. | SkeletalRenderPublic.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DrawVertexElements
(
FPrimitiveDrawInterface* PDI, |
Draw Normals/Tangents based on skinned vertex data | SkeletalRenderPublic.h | |
virtual void EnableOverlayRendering
(
bool bEnabled, |
Enable blend weight rendering in the editor | SkeletalRenderPublic.h | |
FName GetAssetPathName
(
int32 LODIndex |
Helper function to return the asset path name, optionally joined with the LOD index if LODIndex > -1. | SkeletalRenderPublic.h | |
bool GetCachedGeometry
(
FCachedGeometry& OutCachedGeometry |
SkeletalRenderPublic.h | ||
virtual bool GetCachedGeometry
(
FRDGBuilder& GraphBuilder, |
If we are caching geometry deformation through skin-cache/mesh-deformers or other, then this returns the currently cached geoemtry. | SkeletalRenderPublic.h | |
uint32 GetComponentId() |
Return the ID of the component to which the skeletal mesh object belongs to. | SkeletalRenderPublic.h | |
TArray< FTransform > * GetComponentSpaceTransforms () |
Get the array of component-space bone transforms. | SkeletalRenderPublic.h | |
virtual const TArray< FMatrix3x4 > * GetCurrentBoneTransforms() |
SkeletalRenderPublic.h | ||
FName GetDebugName() |
SkeletalRenderPublic.h | ||
ERHIFeatureLevel::Type GetFeatureLevel() |
Returns the feature level this FSkeletalMeshObject was created with | SkeletalRenderPublic.h | |
int32 GetLOD() |
Get the LOD to render this mesh at. | SkeletalRenderPublic.h | |
virtual const TArray< FMatrix3x4 > * GetPreviousBoneTransforms() |
SkeletalRenderPublic.h | ||
virtual const TArray< FMatrix44f > & GetPrevReferenceToLocalMatrices() |
Get the array of previous refpose->local matrices Not safe to hold this reference between frames, because it exists in dynamic data passed from main thread. | SkeletalRenderPublic.h | |
const TArray< FMatrix44f > & GetReferenceToLocalMatrices() |
Get the array of refpose->local matrices Not safe to hold this reference between frames, because it exists in dynamic data passed from main thread. | SkeletalRenderPublic.h | |
const TArray< FSkelMeshRenderSection > & GetRenderSections
(
int32 InLODIndex |
List of sections to be rendered based on instance weight usage. | SkeletalRenderPublic.h | |
void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Returns the size of memory allocated by render data | SkeletalRenderPublic.h | |
float GetScreenSize
(
int32 LODIndex |
Returns the display factor for the given LOD level | SkeletalRenderPublic.h | |
FSkeletalMeshRenderData & GetSkeletalMeshRenderData() |
Get the skeletal mesh resource for which this mesh object was created. | SkeletalRenderPublic.h | |
| SkeletalRenderPublic.h | |||
const FVertexFactory * GetSkinVertexFactory
(
const FSceneView* View, |
SkeletalRenderPublic.h | ||
virtual const FSkinWeightVertexBuffer * GetSkinWeightVertexBuffer
(
int32 LODIndex |
Get the weight buffer for specific LOD index. Only needed for GPU skin cache | SkeletalRenderPublic.h | |
const FVertexFactory * GetStaticSkinVertexFactory
(
int32 LODIndex, |
Called by DrawStaticElements to cache mesh draw commands for skeletal meshes. | SkeletalRenderPublic.h | |
TStatId GetStatId() |
SkeletalRenderPublic.h | ||
virtual const FSkinBatchVertexFactoryUserData * GetVertexFactoryUserData
(
const int32 LODIndex, |
SkeletalRenderPublic.h | ||
bool HaveValidDynamicData() |
Return true if this does have valid dynamic data to render | SkeletalRenderPublic.h | |
void InitLODInfos
(
const TArrayView< const FSkelMeshComponentLODInfo > InComponentLODInfo, |
Initialize the array of LODInfo based on the settings of the current skel mesh component | SkeletalRenderPublic.h | |
void InitResources
(
const FSkinnedMeshSceneProxyDesc& InMeshDesc |
Initialize rendering resources for each LOD | SkeletalRenderPublic.h | |
virtual bool IsCPUSkinned() |
Returns true if this mesh performs skinning on the CPU. | SkeletalRenderPublic.h | |
virtual bool IsGPUSkinMesh() |
Returns true if this mesh is an FSkeletalMeshObjectGPUSkin | SkeletalRenderPublic.h | |
bool IsMaterialHidden
(
int32 InLODIndex, |
Determine if the material section entry for an LOD is hidden or not | SkeletalRenderPublic.h | |
virtual bool IsNaniteMesh() |
Returns true if this mesh is an FSkeletalMeshObjectNanite | SkeletalRenderPublic.h | |
virtual void PreGDMECallback
(
FRHICommandList& RHICmdList, |
Called by FSkeletalMeshObject prior to GDME. | SkeletalRenderPublic.h | |
virtual void RefreshClothingTransforms
(
const FMatrix& InNewLocalToWorld, |
Called to notify clothing data that component transform has changed | SkeletalRenderPublic.h | |
void ReleaseResources() |
Release rendering resources for each LOD | SkeletalRenderPublic.h | |
void SetHiddenMaterials
(
int32 InLODIndex, |
Update the hidden material section flags for an LOD entry | SkeletalRenderPublic.h | |
virtual void SetTransform
(
const FMatrix& InNewLocalToWorld, |
Called when that component transform has changed | SkeletalRenderPublic.h | |
bool ShouldUsePerBoneMotionBlur() |
SkeletalRenderPublic.h | ||
bool SupportsStaticRelevance() |
SkeletalRenderPublic.h | ||
void Update
(
int32 LODIndex, |
Called by the game thread for any dynamic data updates for this skel mesh object | SkeletalRenderPublic.h | |
void Update
(
int32 LODIndex, |
SkeletalRenderPublic.h | ||
void UpdateMinDesiredLODLevel
(
const FSceneView* View, |
Given a set of views, update the MinDesiredLODLevel member to indicate the minimum (ie best) LOD we would like to use to render this mesh. | SkeletalRenderPublic.h | |
void UpdateSkinWeightBuffer
(
const USkinnedMeshComponent* InMeshComponent |
Will force re-evaluating which Skin Weight buffer should be used for skinning, determined by checking for any override weights or a skin weight profile being set. | SkeletalRenderPublic.h | |
void UpdateSkinWeightBuffer
(
const TArrayView< const FSkelMeshComponentLODInfo > InLODInfo |
SkeletalRenderPublic.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FColorVertexBuffer * GetColorVertexBuffer
(
FSkeletalMeshLODRenderData& LODData, |
Get the color buffer either from the component LOD info or the skeletal mesh LOD render data | SkeletalRenderPublic.h | |
static FSkinWeightVertexBuffer * GetSkinWeightVertexBuffer
(
FSkeletalMeshLODRenderData& LODData, |
Get the weight buffer either from the component LOD info or the skeletal mesh LOD render data | SkeletalRenderPublic.h |